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160 lines
5.5 KiB
Plaintext
160 lines
5.5 KiB
Plaintext
/*
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* Copyright 2010 Haiku, Inc. All rights reserved.
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* Distributed under the terms of the MIT License.
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*
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* Authors:
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* Alex Wilson, yourpalal2@gmail.com
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*/
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/*!
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\page layout_intro Introducing the Layout API.
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Haiku's Layout API is centered around the BLayoutItem and BLayout classes.
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The BLayoutItem class represents thing that can be managed by a BLayout,
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which is itself a BLayoutItem. Before we go any further, it is a good idea
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to familiarize yourself with the different BLayout classes available in
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Haiku:
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\li BGroupLayout
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\li BGridLayout
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\li BCardLayout
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\li BSplitView
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You'll notice that BSplitView is not actually a BLayout, but a BView. The
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BSplitView class uses a custom BLayout behind the scenes, but because it
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must also be able to draw, a BView is required. Other BLayout objects have
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BView objects that can be used for convenience.
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\li BGroupLayout : BGroupView
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\li BGridLayout : BGridView
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\li BCardLayout : BTabView (also provides on-screen tabs)
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Although it is not necessary to use these classes to make use of the
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corresponding layouts, it does make things easier.
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Once you have an understanding of what each BLayout does, you can start
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designing an interface with them. Let's consider a very simple window,
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with a single item in the center. For this, any of the layouts mentioned
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above would work, but we'll use a BGroupLayout, because it suits this
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purpose the best.
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So, let's review the BGroupLayout constructor:
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\code
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BGroupLayout(enum orientation orientation, float spacing = B_USE_DEFAULT_SPACING)
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\endcode
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Because we only have one item in this layout, \c orientation and \c spacing
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become irrelevant. Let's choose B_VERTICAL for \c orientation, and leave
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\c spacing at its default.
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\code
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BGroupLayout* group = new BGroupLayout(B_VERTICAL);
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BWindow* window = MakeWindow();
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window->SetLayout(group);
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\endcode
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Before we can add anything to our layout, we must attach it to something,
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and here we've used the BWindow::SetLayout() method to accomplish that.
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By doing this, \c window takes ownership of \c group, so there is no need
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to manually <tt> delete group </tt> when we're done with it.
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Now that we've got our BGroupLayout in place, we can start adding things
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to it, let's add a BStringView.
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\code
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group->AddView(MakeStringView("Haiku rocks!"));
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\endcode
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That does it! Now we've got a BWindow with a horizontal BGroupLayout holding
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a single BView. However, if we want to ensure that our BStringView is always
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centered in the window, we should give it an explicit BAlignment. So the
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last line becomes:
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\code
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BLayoutItem* stringView = group->AddView(MakeStringView("Haiku rocks!"));
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stringView->SetExplicitAlignment(BAlignment(B_ALIGN_HORIZONTAL_CENTER,
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B_ALIGN_VERTICAL_CENTER);
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\endcode
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Now our BStringView will always be right in the middle of the space
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allotted to it, which at the moment is the whole of \c window.
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Now let's take things one step further, and add a BMenuBar into the mix.
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\code
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group->AddView(0, MakeMenuBar());
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group->SetInsets(0, 0, 0, 0);
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\endcode
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Because we want our BMenuBar to appear at the very top of the window, we
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have to insert it at index \c 0, above the BStringView we added earlier.
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We also use BTwoDimensionalLayout::SetInsets() to make sure that our
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BMenuBar is flush to the edges of \c window. We also want a bit of
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space between our BMenuBar and our BStringView, but \c group's spacing has
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already been set by the BGroupLayout constructor, so we don't need to do
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that.
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Now that we've put our BGroupLayout to good use, we can rest easy, assured
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that GUI will always look nice, no matter what font is used, or how big or
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little \c window is stretched. Of course, very few interfaces are as simple
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as this one.
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Luckily, the layout classes can deal with complex layouts. Suppose, for
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example, that we wanted to add a grid of BButtons under our BStringView.
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We could use a BGridLayout for this. Let's review the BGridLayout
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constructor:
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\code
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BGridLayout(float horizontal = B_USE_DEFAULT_SPACING,
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float vertical = B_USE_DEFAULT_SPACING);
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\endcode
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Because we want a bit of breathing room between our buttons, we'll leave
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vertical and horizontal spacing as is.
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\code
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BGridLayout* grid = new BGridLayout();
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group->AddItem(grid);
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\endcode
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You'll notice that we've added \c grid directly to \c group. This means that
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any BView objects we add to \c grid will become children of \c window, but
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will be positioned by \c grid.
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\code
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grid->AddView(MakeSmallButton(), 0, 0);
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grid->AddView(MakeSmallButton(), 1, 0);
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grid->AddView(MakeBigButton(), 0, 1, 2, 1);
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grid->AddView(MakeSmallButton(), 1, 2);
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\endcode
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Now we've got a nice grid of BButton objects, let's go over it quickly:
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\li \c grid has two columns and three rows.
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\li The cells (0, 0), (1, 0), and (1, 2) hold small buttons
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\li The cells (0, 1) and (1, 1) hold a single button that spans both
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cells.
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\li The cell (0, 2) is empty.
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How easy was that? Very easy!
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One of the features you'll find incredibly handy in the layout API is the
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builders in LayoutBuilder.h. Here's how our whole layout would look if it
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were done with these builders:
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\code
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BLayoutBuilder::Group<>(window, B_VERTICAL)
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.SetInsets(0, 0, 0, 0)
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.Add(MakeMenuBar())
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.Add(MakeStringView("Haiku rocks!"))
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.AddGrid()
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.Add(MakeSmallButton(), 0, 0)
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.Add(MakeSmallButton(), 1, 0)
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.Add(MakeBigButton(), 0, 1, 2, 1)
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.Add(MakeSmallButton(), 1, 2);
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\endcode
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This is only one way that you could build this layout, but it is probably
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the most succinct. Functionally, this is equivalent to all the previous
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code in this introduction.
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*/
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